Quote from: LXS77 on January 03, 2025, 02:35:26 PMHow can I properly integrate the cubic reflection files created in MapView into the shader file following PiBoSo's guide?Quote from: SuperUgglan72 on January 02, 2025, 11:34:45 PMWhat I'm having trouble with is getting a metallic shine or reflection. Any help is much appreciatedHi, here are some tips for you.
The shininess is controlled via a specular map of a texture, so the brighter the map the shinier the texture. The specular map is placed in Alpha channel and it might be convenient to combine normal and specular maps in one file (where the normal map is the main image and the specular is in Alpha).
As for reflections, there are no-real time reflections for objects in KRP, but static cubic reflections still can be used and MapView can help with creating necessary cubic reflection files. For example, in MapView, position yourself in front of the object you wish to create reflections for and press F9, the viewer will create a set of files in ENV folder. Then you can follow PiBoSo's guide to integrate cubic reflections into the shader file.
Retro Bowl
If you wish, I can create a sample set of files for you, so you can play with values/brightness and see what they do. After all, this is all a trial and error process.